Machine Vision Lighting - machine vision lighting
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TouchLight
⢠Scale - allows you to numerically set the size of the light item. This scale transform is a multiplier of the Height and Width options.
It is easy to put on and take off, with or without a harness. Powerful neck and stomach hook-and-loop fasteners allow the jacket to stay in place. The Velcro loop on the back can be attached to the harness to prevent the coat from blowing in windy conditions.
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⢠Render - allows you to select from three choices: when set to Default, you can enable/disable lights using the visibility function of the item list. When the light is visible, it contributes to the final rendered scene and, when invisible, it does not. On some instances you may prefer to fix this state, setting the light as On (enabled) or Off (disabled) regardless of visibility. Also useful for workflows that auto toggle visibility, saving you from manually enabling lights for test renders.
An optional cover is included to protect male genitals, and reflective branding on the sides ensures high visibility for safety at road crossings, busy trails, and mountainous terrain.
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Your dog’s breed, coat, weight, health and age are factors that play a role when it comes to how warm the Long distance light jacket feels for your dog. A moving dog will also generate more body heat than a dog that is resting. Since dogs are so different, it is hard to set a temperature limit, but the jacket has been developed for winter use and will keep most dogs comfortable in colder temperatures.
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⢠Shadow Type - offers options between Ray Traced, None and Deep Shadow Maps. In situations where you want a light to cast a shadow, Ray Traced gives the most accurate results. The traditional hard edge of ray traced shadows can easily be softened using Spread Angle value in any light item. Deep Shadow Maps are useful for volumetric lights and fur rendering, where a great deal of calculations are required to produce shadows; producing similar results to ray traced shadows while reducing the number of calculations.
⢠Samples - when the Direct Illumination option is set above zero, the Samples value is grayed out as there is no need for you to adjust it. The number of samples are dynamically allocated using the adaptive light sampling method. This provides you a global control to adjust overall shading and shadow quality. When the Direct Illumination option is set to '0', this disables adaptive sampling and you can manually adjust this Samples value to control light and shadow quality per light.
⢠Name - this data field displays the current item name. You can easily change it by clicking within the field and typing the new name.
As the size increases, additional samples are required to smooth out the resulting soft specular shading and soft edge shadows. If they appear grainy, increasing this sample setting is the most likely solution. The default value is a good starting point for balancing speed and quality. As the size increases or the resolution of the image increases you can drive this number higher to account for any grain that appears. Keep in mind that increasing the number of samples also increases render times.
Jun 15, 2023 — We provided a detailed step-by-step guide to metering a photo strobe or continuous light, ensuring you have a clear path towards improving your photography.
⢠Item Group - determines the specific group of item layers in the scene that is affected by the Light Linking. The group needs to be defined in the Groups viewport panel. This can be done easily by selecting the target items while in Items mode and then, in the Groups palette, click the New Group button. Define a name for the group in the pop-up dialog and choose the From Selected Items option and click OK to accept. Once the group is defined, select the named group here.
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⢠Order - allows you to set the order that the rotations are applied to the light item. Changing the order that rotations are applied can sometimes help to reduce or eliminate "gimbal lock".
Long distanceTorchLight
Designed ergonomically for sled dogs, it provides an excellent fit and complete movement freedom while protecting the chest, shoulders, thighs, and stomach.
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⢠Radiance - controls the intensity of the light and uses the standard physically-based unit of Watts per volumetric meter. As you would expect, increasing this value increases the amount of light coming from the Dome Light and decreasing the value reduces the light intensity. With dome lights, the area of light generated in the scene is very small and therefore large values are likely necessary to illuminate the scene how you would expect.
Note: There is no size or scale value as the dome always scales itself to encompass the entire scene, regardless of size. To control the light's color, shadow color, and other material-related properties, refer to the Light Material topic.
This UV intensity meter is regularly reconfigured to measure low UV light intensity from 4 to 40mW/cm2 in the UV-AB bands. For higher power measurements or.
Reflective materials are larger on the Long distance light jacket to improve your dog’s visibility on the trails and when crossing roads.
The jacket is lightweight to maintain your dog’s coat's natural insulation abilities. Your dog’s fur creates air pockets that help keep your dog warm. By putting a jacket on top of this natural layer without pushing the fur down, your dog will stay warmer than when wearing a heavy or tight jacket.
The outer layer is a wind- and waterproof ripstop shell that protects your dog against the elements. Recycled Primaloft® Silver Insulation gives this dog coat an exceptional warmth-to-weight ratio, making it lightweight and easy to pack in a sled, hydration belt, or pulk. The inner lining is made of smooth ripstop fabric to avoid chafing.
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⢠Control Light Linking - illumination on a surface is generally controlled by the Shader item in the Shader Tree. Within the shader, it's possible to control a light's effect on a surface with Light Linking. As its name describes, it links the illumination affects of a group of lights to specific items or material groups. When the Control Light Linking option is enabled on a light item, it acts as an individual light-specific override to the shader, allowing you to Include or Exclude a specific light's illumination on a group of items.
⢠Zero - resets the chosen transform property values to '0', leaving the Center position and Mesh position intact. This is done by adding an additional transform item to the Mesh Item's channels with an inverted version of the current values. This is useful to allow, for example, a joint to have a base value of 0,0,0 but still be located away from the World Origin.
The Dome Light creates a virtual dome of lights around the scene producing a flat, even illumination over surfaces similar to photos taken on an overcast day. Dome lights have often been used to simulate Global Illumination; however, with the Modo rendering engine, Global Illumination is just as fast, if not faster, than dome lights and generally yields more pleasing results.
What is metering light exactly? This refers to the technique you use to measure the amount of light in your scene, which will then guide your camera setting for ...
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⢠Importance - Modo uses an adaptive light sampling method to evaluate lighting in a scene. This option allows you to control illumination sampling using a single global value, producing better results in less time. In rare cases, where adaptive sampling isn't producing the desired outcome, an individual light's Importance value can be adjusted, acting as a multiplier to the lights evaluated importance. Changes in Importance are relative to other lights in the scene, influencing it one way or the other as more or less important, in effect increasing or decreasing its sample allocation from the total number of possible Light Samples, all while remaining fully unbiased.
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Note: It should be noted that by default, new items do not have any transform items associated with them (even though they are visible here within the Properties panel). This is useful as an optimization, as only the necessary transforms are created on an as-needed basis, reducing scene overhead. There are several actions that add these base transform items. One is by simply transforming the target item with one of the various transform tools or by editing the values input fields. This action causes the particular transform item to be added automatically to the Channels viewport list. Due to this fact, you may need to specifically create item transforms when Referencing, because in order to override the channels in the master scene, they must first exist.
⢠Add - adds additional Transform items to the associated item or, if they do not yet exist, it simply adds them. Transform items are the channel groups that store the actual transform values, controlling any item's position, rotation, and/or scale. You can add as many transform items as you want for any transform property desired. Adding additional Transform items produces an additive effect where each transform group is evaluated before the next, and so on. Additional item transforms are evaluated in their order in the Channels list, from the bottom upwards.
⢠Dissolve - when the Dissolve function is set to any value above 0%, the light's overall effect on the scene attenuate as the value increases. When set to 100%, the light's effect on the scene is completely disabled. This function provides a convenient way to dim a light's effect within a scene.
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Developed with some of the world’s top mushers and their sled dogs operating in freezing temperatures, the Long distance light jacket is an upgrade of our trusted Blest jacket. It has proven to be a reliable gear item during races and rest times.
By using a diffuser attachment, light is uniformly spread over an area to provide the best possible illumination for clear observation of the target.
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We have given a fresh look to our previous Blest jacket, with the Long distance light jacket. The insulation has been upgraded to Primaloft ® Silver Insulation.
⢠Mode - determines whether the light is Included, meaning it only affects the items in the specified item group, and Excluded by all other surfaces, meaning it is ignored by any items in the specified item group.